Modeling characters and assets for feature animations.
I also collaborated with other departments to create new tools to integrate modeling better with the other departments and automating redundant modeling tasks. I also developed the new generic topology to be used in all the human characters in the upcoming feature Big Hero 6. There I combined the standard radial face topology layout with the grid layout used by Pixar to provide enhanced deformability for facial expressions.
Credits
Wreck it Ralph (2012)
Modeled several of the characters. Notably the “Zombie” character, the “Neff” character from Altered Beasts (the pink Rhyno also featured in the posters distributed worldwide), two of the Space Marines (Heads only, armor had been adapted across characters), a few of the realistic humans that inhabited the arcade and all the candy-made variants of the Cybugs towards the end of the movie. I sculpted facial expressions for the Zombie character that had a vast expression range that couldn’t be covered by rig alone. I also helped as support staff for matte painting and in creating other assets.
Frozen (2013)
Modeled Characters and Assets. I began making the Hans’s sleigh and then moved to characters, I created several secondary and tertiary characters and notably the big Ice Monster nicknamed
“Marshmallow” that is also featured in the cameo at the end of the movie.
Big Hero 6 (2014)
Modeled and collaborated in the visual development of two of the six hero characters in the movie. Baymax in it's armored variant and Wasabi.
Besides these I also created when in its deflated form and several props and items.
As mentioned above I created the generic topology that had been used for all the characters, from crowds to hero characters. Created facial expressions for Wasabi. Modeled also many other secondary characters, variants and props most notably the small trolley box where the Baymax's inflatable version resides.
Character Modeler
Sony Pictures Imageworks
January 2010 - June 2011
Arthus's Christmas
Character Modeler
Character modeler: modeled one of the protagonists and several hero and sub-hero characters for
"Arthur Christmas"a 3D animation feature by Aardman in collaboration with Sony Pictures Imageworks.
Environment Modeler: Always for Arthur Christmas I made a broad variety of environments from mechanical docking bays to African desert terrains, from the organic forms of underwater glaciers to chiseled ice caves.
Resident Staff Modeler
Psyop - Massmarket
January 2009 - May 2010
Head of Modeling - Asset Creation: Props, Vehicles and Characters for highend 3D visual effects on commercials for clients such as
Coke, Skype, Nissan, Axe and Peugeot.
Texture artist
Rhythm & Hues Studios
April 2008 - December 2008
3D modeling, UV Mapping, Texturing, Digital Maquette sculpts, High Frequency detail sculpt
3D Modeler
Gentle Giant Digital
September 2006 - May 2008
respondible of lores - highres modeling, realtime mash making, scandata acquisition, scandata processing, highres scandata resurface. softwares used: Maya, Zbrush, Paraform, GSI Studio, Freeform, Rapidform and several other ones for specific tasks.
Intern
Gentle Giant Studios
September 2006 - September 2007
Responsibilities:
3D Scan equipment setup, 3D scanning data acquisition, Data processing, high resolution
organized mesh generation, UV mapping and Texturing. Clients: movie industry, video game
production houses and rapid prototyping / commercial for product makers.
Digital sculpting on high resolution meshes both on organics and hard surfaces (accessory
detailing) for movies and video games .
optimized low resolution ingame meshes creation with normal mapping from the over mentioned
high resolution models.